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Give And Go ETO (id:#65907)
(Break Contact #2 ID: BC31)   [next]   [previous]
Chvalovice, Czechoslovakia 1938-10-01 (1 other)
BC34: Sudeten Sabotage (Break Contact #3)
Designer: Steven Swann
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
GermanCSR
0%

Overview:

Following the Czechoslovak (CSR) refusal to accept the terms offered in Munich, the Germans put into action Fall Grun, the invasion of Czechoslovakia. The German 14th Army would attack from the south towards Brno while the 2nd Army would provide the northern pincer attacking from Silesia. The German 29th Motorized Division was tasked with opening a breach along the main road leading to Znojmo, and thereby forcing a crossing of the Thaya River. The invaders faced a belt of fortifications in relatively open country.
Attacker: German (15th Motorised Infantry Regiment and the 29th Motorised Pioneer Battalion, 29th Motorised Division, 14th Army)
Defender: CSR (CSR Border Area 38 fortification troops)  
10-10.5 turns
    Players: 2     OBA: Both     Night: No
Unit Counts:
Squads: A:17.0 D:15.0
AFVs: A:3
sIG IB x 3

AFVs: D:0
Guns: A:2
7.5cm leIG 18
8cm GrW 34
5cm leGrW 36
PzB 39 ATR
D:4
81mm Vz 36 Mtr
Kanon PUV vz.36(t)
100mm M14/19
Skoda M17
Ur wz. 35 ATR x 2

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: Both sides can purchase additional forces w CVP or VP points
Map Board(s):
16 19 Show/hide map dependencies
PublicationBoard
ASL 3a - Yanks (2nd Edition)16
ASL 3a - Yanks (2nd Edition)19
ASL 3 - Yanks16
ASL 3 - Yanks19
Overlays: OW1 Wd34
Errata (source)
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Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2023-12-09(A) Jobbo Fett vs RootinPutin CSR winA terrible scenario that relies far too much on luck with the bombardment and its subsequent rolls, the random smoke placement, and constant, CONSTANT bog rolls. Whoever thought that driving off-road needed Bog checks in EVERY hex really wanted to hurt the player unfortunate enough to think they'd have fun playing as the Germans. The Germans enter in full sight of the defenders, who can line an entire hexrow with Wire counters, each paired with 6 AP mines. Stone pillboxes, a roadblock, and far too many trench counters exist only to further demoralize the attacker.

In our game, the scenario was ended by turn 3 as no concealment terrain existed that didn't contain wire/mines, the Czech AT gun easily dispatched 2 SPA guns, the 3rd bogging down in useless terrain AND breaking its gun. German VP is hard to gain, and I cannot imagine how someone is supposed to outperform the defenders when they can gain (C)VP at a far faster rate.

If anything, this is a great scenario to play solo, but it needs far too many changes for it to be enjoyable.
View all or balance report
ActionDate
Hutch Set the designer field2025-02-25 16:59:41
Hutch Modified the Unit Elements2025-02-25 16:56:52
Hutch Modified the unit counts2025-02-25 16:55:56
Hutch Modified the Defender's Guns2025-02-25 16:55:56
Hutch Modified the Defender's Guns2025-02-25 16:55:09
FileDescriptionUserViews
(germ-czech2.png)Imagehoxson1480
(give and go map.jpg)Map Imagehoxson1462
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Statistics:
Avg Rating: 1.00Votes: 1
Views: 0
To-Play list count: 0
Estimated Play time: 11.1 hours
Recorded Games: 1
Archive recorded plays:
German0
CSR1
Drawn:0

ROAR Data: (as of today)
[Confirmed]
[A] Mutineer 10
[D]  
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